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                        <p>十大基础游戏设计工具:</p>
<ul>
<li>constraint</li>
<li>direct and indirect interaction</li>
<li>goals</li>
<li>challenge</li>
<li>the interplay of skill, strategy, chance and uncertainty</li>
<li>decision-making and <strong>feedback</strong></li>
<li>abstracion</li>
<li>theme</li>
<li>storytelling</li>
<li>context of play</li>
</ul>
<p>the basic tools of game design are more like the foundational principles of visual art--symmetry, contrast and hierarchy.</p>
<h1 id="constraint"><a class="header" href="#constraint">constraint</a></h1>
<p>约束就是以创造玩的体验为目的，限制玩家的动作以及和objects,其他玩家，场地的交互。</p>
<p>约束是塑造动作的主要方式之一，来产生挑战，创造性的策略，以及玩家间的战斗。</p>
<p>如在 <em>Flywrench</em> 中约束之一就是不能与墙相撞，另一个约束是飞船的颜色和分割线的颜色一致才能通过分割线。这些约束让玩家需要精准的移动和时间把控才能游戏目标，而这些操作就是玩家对游戏满意度的来源。</p>
<h1 id="direct-and-indiect-interaction"><a class="header" href="#direct-and-indiect-interaction">direct and indiect interaction</a></h1>
<p>直接交互和间接交互是设计者需要掌握的两个重要工具。直接交互指玩家可以立即与objects或者playspace交互，间接交互指的是不是直接与玩家有联系的事件。一个经典的例子是 <em>3D弹球</em>，玩家可以直接操作的是发射器和两个蹼杆,与玩家的间接操作是 bumpers, ramps, holes, and other features。在objects的物理特性下，小球在它们之间来回弹跳，与不同的物体碰撞可以获得不同的加倍分数，当小球弹到蹼杆处时，玩家可以操作蹼杆再次击飞小球，小球滚动的时间越久得分越高。游戏中一系列链式动作仅仅从一个简单的蹼杆击打小球开始。可预期性和不可预期性是这个游戏的特色，小球在objects之间的碰撞，客观来说对于玩家是不可预测的，这就保证了玩家每一局都是不同的，能保持一定的新鲜感。但是我要说的是，<em>3D弹球</em>的缺点就是玩家的游戏技巧不会随着玩的时间显著变强，不能带来成长感，成就感，掌控感，所以这只能是一个无聊时玩耍的小游戏。一个真正的好玩的游戏，是应该拥有不可预期性，以使游戏每局都有新鲜感，但是这种不可预期性，应该随着玩游戏的时间变长，而变小，也就是说，玩家的游戏技巧可以逐渐弥补这种不可预期性，这样才能让玩家有一种成长感，有一种成就感。当玩家开始掌控游戏时，应该在关卡中变换游戏内容，让玩家原来的游戏技巧失效，让其开始新一轮的练习之路，这样既保证了游戏的新鲜感，又让玩家体验到了成长感和成就感，玩家才会评价这是一个好玩的游戏。</p>
<p>可能我们天生就喜欢一个动作触发一串链式动作的场景，如多米诺骨牌游戏，当我很小的时候，在摆弄几块砖块时，碰倒了一个竖立的砖块，它又把另一块竖立的砖块砸倒了，我立即就被这种动作吸引了，然后就摆出了一排的砖块，推倒第一个，然后开心的看着一块一块砖倒下的链式反应，砖块哗啦啦的碰撞时，是如此的悦耳动听，一下午的时间都在这个游戏上，直到回家吃饭，多年以后才知道这叫做多米诺骨牌效应，可以玩出花来。只是看着骨牌倒下的场景，也是令人快乐的，可能我们天生就喜欢这种链式动作吧，或者说我们喜欢这种统一有节奏的动作，我们认为这就是美，<em>千手观音</em> 中也有这种类型的动作,这就是韵律吧。</p>
<p>多米诺骨牌和弹球游戏是不一样的，在多米多骨牌中间接动作我们是可预测的，和我们这次主题 direct and indiect interaction 不太相符，只是突发感想，介绍一下另一种直接交互和间接交互方式，<em>3D弹球</em>游戏中的直接交互和间接交互才是此次主题想表达的，直接交互出发后续不可控制的间接交互，间接交互之间以某种特殊的物理特性相关联，在游戏中玩家要成为一个大师，就是要不断熟悉这种物理特性，计算出自己的直接动作会产生什么样的间接动作，来达成游戏的目标。</p>
<p>另一个代表性的游戏是 <em>SUNBURN</em>，玩家操作船长带领所有船员钻进太阳里来过关，船长和船员们之间用一条绳子串联起来，船长的移动会影响绳子各处的船员的运动，船员的运动方向当然受绳子特性的影响了，船员和船长不能碰撞上周围的行星。</p>
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